;
;   Rules for Toussaint L'Ouverture
;   Designed by Blackclove (blackclove@mail.geocities.com)
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
3       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
8       ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Public Education,   5, 1,  Lit, Dem, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Astronomy,          4, 1,  no,  no,  1, 3    ; Ast
Socialist Theory,   4,-1,  Ban, Dem, 2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  CoL, Cur, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Civil Engineering,  6,-1,  Bri, Cst, 0, 4    ; Bro
Christianity,       5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  nil, nil, 1, 3    ; Che
Artillery,          4,-2,  Iro, Phy, 1, 0    ; Chi
Code of Laws,       4, 1,  Wri, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  nil, nil, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  Tra, nil, 0, 1    ; Cur
Democracy,          5, 1,  Phi, Rep, 2, 2    ; Dem
Economics,          4, 1,  Phi, Ban, 2, 1    ; Eco
Electricity,        4, 0,  War, Mag, 2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Romanticism,        4,-1,  Lit, nil, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Lamarck's Theories, 3, 2,  Med, Dem, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Abolitionism,       4,-1,  Phi, nil, 0, 0    ; Hor
Industry,           6, 0,  War, nil, 2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Works,         5,-1,  War, nil, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Agriculture,        5,-1,  nil, nil, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  nil, nil, 1, 3    ; Mag
Map Making,         6,-1,  Wri, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  nil, nil, 1, 1    ; Med
Psychology,         6,-2,  Feu, Gen, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  CoL, nil, 0, 2    ; Mon
Gothic Revival,     5, 1,  Cer, nil, 1, 2    ; MT 
Missionaries,       4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
The Enlightenment,  6, 1,  Cer, Lit, 1, 2    ; Phi
Cannons,            4,-1,  nil, nil, 1, 3    ; Phy
Horse Traders,      4, 1,  PT,  nil, 3, 4    ; Pla
Diplomacy,          4, 0,  PT,  nil, 1, 4    ; Plu
New Constitution,   4, 0,  Sth, CoL, 0, 2    ; PT 
Naval Architecture, 4, 1,  Rec, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Seafaring,          2, 1,  nil, nil, 3, 2    ; Rec
Naval Artillery,    4, 0,  Chi, Pot, 2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  CoL, Mon, 0, 2    ; Rep
Adv Military,       5,-2,  SE,  Met, 3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Cst, Med, 2, 1    ; San
Zzocean,            4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Haitian Tech,       3,-2,  Stl, no,  3, 0    ; Sth
Eurotechs,          4,-1,  Stl, no,  2, 3    ; SE 
Once Removed,       4,-1,  no,  no,  2, 4    ; Stl
Twice Removed,      4, 1,  no,  no,  3, 3    ; Sup
Adv Shipbuilding,   6,-1,  Chi, SE,  2, 0    ; Tac
Christian Revival,  3, 2,  MT,  nil, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  Lit, nil, 1, 3    ; Uni
Industrialization,  4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Phi, nil, 3, 3    ; FT 
Haiti Naval Defense,3, 0,  Sth, Ref, 2, 0    ; U1 
Toussaint Dead,     3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  10, 0,    Mas,
Recruiting Posters,        4, 1,    nil,
Sugar Plantation,          6, 1,    Ldr,
Church,                    4, 1,    Cer,
Market,                    8, 1,    Cur,
University,                8, 1,    Uni,
Court of Law,              8, 1,    CoL,
Fortifications,            8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
Public School System,     10, 2,    Alp,
Mass Transit,             16, 4,    no, 
Colosseum,                10, 4,    no, 
Factory,                  20, 4,    Ind,
Munitions Plant,          32, 6,    Iro,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Water Wheel,              12, 4,    Ind,
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Ring of Coastal Forts,    12, 1,    U1, 
Solar Plant,              32, 4,    no, 
Fishing Fleet,             9, 1,    Rec,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Pyramids,                 20, 0,    no, 
Napoleonic Code,          20, 0,    nil,
Birthplace of Flag,       20, 0,    nil,
Columbus' Landing Site,   20, 0,    nil,
Great Library,            30, 0,    no, 
Inquisition,              30, 0,    Mys,
Washington D.C.,          30, 0,    Mas,
Yellow Fever,             30, 0,    nil,
Decl'n of Rights of Man,  30, 0,    Phi,
Internat'l Recognition,   30, 0,    Plu,
Fini de L'Esclavage,      40, 0,    nil,
French Enlightenment,     30, 0,    Phi,
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    no, 
Bach's Cathedral,         40, 0,    no, 
British Enlightenment,    40, 0,    Phi,
Haitian Sugar Tax,        40, 0,    Eco,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Industrial Revolution,    60, 0,    Ind,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Enlightenment in America, 60, 0,    Phi,
Haitian Constitution,     60, 0,    PT, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
X1,         ; Napoleonic Code
X1,         ; Birthplace of Flag
Alp,        ; Columbus' Landing Site
E1,         ; Great Library
X1,         ; Inquisition
no,         ; Washington D.C.
no,         ; Yellow Fever
X1,         ; Decl'n of Rights of Man
no,         ; Internat'l Recognition
nil,        ; Fini de L'Esclavage
nil,        ; French Enlightenment
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; Bach's Cathedral
nil,        ; British Enlightenment
nil,        ; Haitian Sugar Tax
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Industrial Revolution
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
X1,         ; Enlightenment in America
nil,        ; Haitian Constitution


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Workers,      Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Fli, 000000000000000
Former Slaves,SE,  0,  2.,0,  2a,2d,  1h,1f,  1,0,  1, Sth, 000000000000000
Fur Hat Guys, Sth, 0,  2.,0,  1a,2d,  1h,1f,  3,0,  1, no,  000000000000000
E Conscripts, nil, 0,  2.,0,  2a,2d,  1h,1f,  3,0,  1, SE,  000000000000000
H Infantry,   nil, 0,  2.,0,  4a,3d,  1h,1f,  4,0,  1, Sth, 000000000000000
xxx,          Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, no,  000010000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Gen. Gonzales,nil, 0,  2.,0,  5a,5d,  2h,1f,  5,0,  1, Stl, 000001000000000
E Infantry,   Rob, 0,  2.,0,  4a,3d,  2h,1f,  4,0,  1, SE,  000000000000000
E Crack Troops,nil, 0,  2.,0,  6a,4d,  2h,1f,  6,0,  0, Rob, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Toussaint,    nil, 0,  3.,0, 10a,6d,  2h,2f, 30,0,  0, Stl, 000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Indians,      MT,  0,  2.,0,  1a,1d,  1h,1f,  4,0,  0, no,  000000000000000
H Cavalry,    nil, 0,  3.,0,  5a,2d,  1h,1f,  6,0,  0, Pla, 000000000000000
E Cavalry,    Rob, 0,  3.,0,  5a,2d,  1h,1f,  6,0,  0, SE,  000000000000000
E Adv Cavalry,nil, 0,  3.,0,  6a,3d,  2h,1f,  6,0,  0, Rob, 000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, ToG, 000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,       Chi, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Phy, 000000000000000
Artillery,    nil, 0,  1.,0, 12a,1d,  2h,2f,  5,0,  0, Chi, 000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Roc, 000000001000000
Dessalines,   nil, 0,  2.,1,  7a,5d,  2h,2f,  6,0,  0, Stl, 000000000010001
Christophe,   nil, 0,  2.,2,  6a,5d,  2h,2f, 12,0,  0, Stl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, CA,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Cmb, 000000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Transport,    nil, 2,  6.,0,  0a,2d,  2h,1f,  4,6,  4, Rec, 000000000100000
Pirate Ship,  E1,  2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Frigate,      nil, 2,  6.,0,  3a,2d,  3h,1f,  7,1,  2, Rec, 100000000100001
3-Deck Warship,nil, 2,  5.,0,  6a,5d,  3h,2f, 16,1,  2, Tac, 100000000100001
2-Deck Warship,nil, 2,  5.,0,  4a,3d,  3h,2f, 10,1,  2, Pot, 100000000100001
Adm Sir Jervis,nil, 2,  4.,0,  8a,8d,  4h,2f, 16,0,  2, Stl, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Tac Nuke,     nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
L'Ouverture,  nil, 0,  3.,0, 10a,6d,  2h,2f, 30,0,  0, Stl, 000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Maroons,      nil, 0,  1.,0,  2a,3d,  1h,1f,  4,0,  1, no,  000001000000010
Map Edge,     nil, 1,  0.,0,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Riders?,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
LeClerc,      nil, 0,  2.,0, 10a,6d,  3h,2f,  4,0,  0, Stl, 000000000000010
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Gen Sir Grey, nil, 0,  2.,0,  7a,5d,  2h,2f,  4,0,  0, Stl, 000000000000010
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Coastal Plain,1,2,  1,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Grs,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  6,  Hil,   ; Mou
Waterfall,  1,2,  2,12,2,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Bountiful Land,2,2,  10,4,4,   no,  0, 0, 0,   no,  1,15,  3,  Gla,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Palm Trees, 1,2,  2,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Birds,      2,3,  3,2,0,
Fruit,      2,4,  4,0,1,
Mtn. Birds, 3,6,  3,2,0,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Pineapples, 2,3,  3,1,2,
Fish,       1,2,  3,0,2,
Palm Trees, 1,2,  2,1,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Tobacco,    2,4,  1,0,3,
Sugar Cane, 3,6,  3,2,4,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













